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WE DISCUSS VANA'DIEL
Season 2, Episode 8
Seekers of Adoulin — Akihiko Matsui, Mizuki Ito & Masaru Taniguchi

"WE DISCUSS VANA'DIEL" is a series of conversations between Producer Fujito and special guests who are familiar with FINAL FANTASY XI (FFXI). Here in Season 2, we're featuring conversations between Producer Fujito and the development team in regards to the middle and later stages of FFXI's creation, including the various expansion packs and additional scenarios that have been released over the years.

The topic of this episode focuses on Seekers of Adoulin, the game's fifth expansion pack. This time, we sat down with Akihiko Matsui, who served as FFXI's second producer; Mizuki Ito, who was responsible for the creation of much of FFXI's content; and Masaru Taniguchi, who handled the new job classes in Seekers of Adoulin as well as other duties. We'll also discuss the add-on content that was released between 2009 and 2010.

Seekers of Adoulin overview

Seekers of Adoulin was the fifth expansion for FFXI and was released on March 27, 2013. The story takes place in the Sacred City of Adoulin, which is located in the Adoulin islands near the continent of Ulbuka, found far to the west of the Middle Lands (which is compromised of the continents of Quon and Mindartia). Players assume the role of a pioneer who must aid in the colonization of the previously forbidden land of East Ulbuka Territory. As they explore this untamed area, players learn of the various mysteries that lie within its borders. Numerous NPCs appear as central characters over the course of the story, including the heroine Arciela, the heads of the Twelve Orders of Adoulin, the exorcist Ingrid, the mysterious man known as Teodore, and many more.

Seekers of Adoulin also introduced two new bases of operation for players: the districts of Eastern Adoulin and Western Adoulin. The adventure initially takes place in areas such as the Ceizak Battlegrounds and the Morimar Basalt Fields, before moving on to the Yorcia Weald and Marjami Ravine, and then concluding in the Kamihr Drifts and Outer Ra'Kaznar.

Additionally, the geomancer and rune fencer were added as new job classes. Seekers of Adoulin's battle content included Colonization Reives, where players must eliminate obstacles preventing their passage through the area, and also Wildskeeper Reives which require players band together to take on the powerful bosses known as the Naakuals. The expansion also featured various other updates and additional content, such as Skirmish and Alluvion Skirmish, which offer adjustable difficulty levels and rewards; challenging Delve battles that can be attempted with up to 18 players; Vagary, Incursion, and more.

Other additions include Coalition Assignments, where players take on development tasks on behalf of the coalitions within Adoulin, and also the Mog Garden, which allows for the harvesting of materials and resources each day. An item level system was introduced for equipment, and players were also given the ability to upgrade some equipment such as artifacts with item levels. In terms of the gameplay, the expansion introduced a number of features designed to make adventuring easier, including teleporting between home points, Records of Eminence with selectable objectives in order to earn rewards, and alter egos that enabled players to fight alongside specific NPCs in battle.

Akihiko Matsui

He has been involved in FFXI's development since its launch, focusing mainly on the battle system, where he was responsible for job class adjustments and other content in his role as a battle planner. In June 2012, he took over for the game's first producer, Hiromichi Tanaka, and supported FFXI's development for approximately 11 years as its second producer. He is currently serving as a planner on FFXI while shifting his development work to another title within the company.

Mizuki Ito

He worked on Treasures of Aht Urhgan and Wings of the Goddess as a battle planner, where he was responsible for battle content such as Besieged and Campaign Battles. In 2010, he took over for Akihiko Matsui and was appointed as the fifth director of FFXI, where he handled director duties up until Rhapsodies of Vana'diel.

Masaru Taniguchi

He previously worked on the FINAL FANTASY series debug team, and was later appointed to the FFXI development team, where he worked on the development of battle content for the game. He worked on the battle system for the additional scenario "A Shantotto Ascension" as well as the new geomancer and rune fencer job classes that were added for Seekers of Adoulin.

The challenge of FFXI's first DLC

  • In this episode, we're focusing on the development of Seekers of Adoulin, the game's fifth expansion disc, so can you please tell us about how you came to originally join the team, Mr. Taniguchi?

  • Taniguchi

    I had been with the company since it was just Square, and my first job was playing the games and looking for bugs as a QA tester. Initially, I was a tester for the overseas version of FINAL FANTASY VIII, and I believe I worked on a number of other titles after that. Afterwards, I wanted to make games myself, so I applied for a planning position and worked on FINAL FANTASTY XII. Once the overseas version of FFXII was finished, I joined the FFXI team and I've been there ever since.

  • How was it you came to join the FFXI team?

  • Matsui

    I remembered Mr. Taniguchi from his time as a tester on FFXI within the department and when I saw his name on our company's internal recruitment portal, I said to myself, "Let's get this guy on the team!"

  • Ito

    It's always easier when the person has experience working on FFXI.

  • Taniguchi

    I actually interviewed with Mr. Matsui when I was a tester on FFXI too. Thanks to that connection, I joined the team and as of this year, have been there for 17 years now. I'm still surprised at how fast the years have gone by. (laughs)

  • Before we talk about Seekers of Adoulin, can you tell us a little about the three additional scenarios released in 2009 as well as the development of the Abyssea series?

  • Ito

    First, in regards to the additional scenarios, Mr. Komoto* took the lead on those and gave instructions on what everyone should do.

    * Nobuaki Komoto, director on Chains of Promathia.
  • Fujito

    Yeah, I remember him saying at the time that he wanted to create something that didn't rely on an expansion disc.

  • Ito

    That was our first time attempting DLC (downloadable content) for the game. As such, I believe our goal was to create a new kind of expansion content and turn it into a success.

  • Were all of you in charge of various aspects of the content's development at the time?

  • Matsui

    The battle team worked on giving the monsters key items to trigger battles, and also on the boss battles. Looking back at the additional scenarios now, I think it would've been better to give players the equipment earned as completion rewards from the beginning.

  • From the beginning?

  • Matsui

    Yes. I would've liked to give the players some decent equipment to start off with since they were kind enough to pay for the DLC. Then, as a reward for completing the content, I thought maybe we could let them choose an ability to augment or something.

  • I imagine long-time FFXI players would've been confused by the whole thing: "Huh? They're giving me all this from the start?" (laughs)

  • Matsui

    The amount of time that players can devote to playing a game tends to change over the years. The thinking was that if they paid money to play this DLC, it felt a bit unfair to make them play for dozens of hours in order to claim the rewards.

  • Yes, I suppose there are some people who find the value of the DLC in the game experience, while others might find it in the new items they can get.

  • Matsui

    As an example, in many of the social games released these days, there are items that are included from the beginning and players are encouraged to play the game in order to power them up. So I would have liked to do something similar with FFXI.

  • What were you working on at the time, Mr. Ito?

  • Ito

    In regards to the first two scenarios, "A Crystalline Prophecy" and "A Moogle Kupo d'Etat," I mostly worked on creating the enemy characters and placing them in the game, while also working on the game balance. However, I was not involved with the third scenario, "A Shantotto Ascension."

  • Taniguchi

    I created the battles for "A Shantotto Ascension." Actually, in the battle before the final one, when you're fighting against the Tarutaru clones, there was the ability to use the Great Star Tree in order to weaken them first. However, when you got to the battle against Shantotto at the end, I figured that she couldn't be weakened with items and that I'd need to buff the players instead. So in addition to making her much stronger, I also designed it so players could collect Tablets of Hexes in order to help them withstand her powered-up form.

The Abyssea series was made in response to a sense of confinement felt by players

  • Moving on, the three pieces of Abyssea battle content were released in 2010: Vision of Abyssea, Scars of Abyssea, and Heroes of Abyssea. This DLC featured large-scale changes such as boosting the level cap, but can you talk about how such things came about?

  • Matsui

    The Abyssea series was designed by Mr. Ito. As for the level cap, we felt that we couldn't just let the levels keep rising indefinitely, so we had set the cap at level 75 for quite a while, but we were hearing that the players were starting to feel constrained at the time.

  • Ito

    We felt that we had to do something about that. Therefore, the Abyssea series was designed as a kind of dynamic content to coincide with those efforts. It wasn't just the changes to the level cap either, as the increases to the players' strength levels also came about from that.

  • You're right; the power of the enhanced weapon skills following the use of an Atma was quite noticeable.

  • Ito

    To help balance that out, the Atma power-ups are only usable in the Abyssea areas. The basic concept was that in order to get stronger outside of Abyssea, you needed to obtain equipment and would only grow as powerful as how much you were able to bring back with you. On top of that, I thought of Abyssea's special features such as earning lots of experience points or the ability to enjoy more dynamic battles to be a lot like a pachinko or slot machine in a sense. It's like when you hit the bonus and get all the free plays, and the rewards (experience points, damage, etc.) just keep pouring out.

  • Fujito

    I see... (laughs)

  • Ito

    We viewed it in the sense that Abyssea allowed players to do things much differently than before, so we really went all out with it. Plus, we wanted them to take what they acquired in Abyssea and use it to try content that they had found difficult elsewhere. As such, it was never our intent to inflate power levels throughout all of FFXI to that extent.

  • Taking what Mr. Matsui has said, there is always the fear by the FFXI management team that players will simply consume everything there is to do in the game and then lose interest. Was that perhaps part of the reason to open the floodgates just within Abyssea in order to help break through the restrictions that players were feeling?

  • Ito

    Well, the QA (quality assurance) department did get angry at us. I remember them saying, "You're giving the players too much EXP!" (laughs wryly)

  • Compared to previous level increases, it was unprecedented in how quickly you were able to earn experience points.

  • Ito

    DLC is paid content, so I figured that if it didn't include such a feature, nobody would want to buy it. My thinking was that the DLC would be a success if the players knew that was a bonus from purchasing the Abyssea series. So even if it ruffled some feathers, we were able to push through and continue down that path.

  • I imagine adding new abilities and spells for all of the jobs due to the level cap's increase must've been quite difficult, but how did you all feel about it?

  • Matsui

    We still had Mitsutoshi* and Yuichiro* with us on the FFXI team at the time. We had both a "thinker" and a "doer" with us, so I feel like that was when the battle team was probably at the peak of its powers. Furthermore, whenever we wanted to upgrade a particular job class, we would then have to go in and do the same for another class, so it really became like a game of whack-a-mole. However, adding new abilities to coincide with the increase to the level cap meant that we had another way to help balance things out overall. So I wouldn't say it was difficult so much as a feeling of let's find ways to use this level cap increase effectively.

    * Mitsutoshi Gondai, former FFXI battle planner. * Yuichiro Kawanishi, former FFXI battle planner.

One source of inspiration for Abyssea came from a famous sci-fi movie!

  • How was content such as the setting and story for Abyssea decided?

  • Ito

    I'm the one that came up with the basic setting for Abyssea's overall world and the final boss. It's a completely different world from Vana'diel in that anything goes, meaning that everyone on the team was pretty much free to do what they wanted.

  • So you're saying that compared to something like Wings of the Goddess, which was set in the present as well as the past, the parallel world setting of the Abyssea series allowed for a lot more freedom.

  • Ito

    Yes, exactly. In fact, the first story element I created was that the possession of abyssite allows you to view and travel to this whole other world. I had it starting with Joachim, and he'd use the abyssite to show you that although Vana'diel is currently at peace, this parallel world of Abyssea was in complete disarray.

  • Matsui

    We couldn't create a brand-new map for just the Abyssea series, so we were forced to take existing maps and areas and skillfully find ways to make them look different somehow. So given those restrictions, it was truly amazing to see such a cool story dreamt up for the content. There have been many people who told us they like the Abyssea series for its story.

  • Ito

    Actually, a source of inspiration for the overall structure of Abyssea's story came from the first trilogy of a famous sci-fi film franchise set in outer space.

  • Wait, seriously?

  • Ito

    In the beginning, Vana'diel finds itself threatened, and then is thrust into a difficult battle, before eventually retaliating. In Part 1, "Vision of Abyssea," you definitely feel the threat posed by the enemy. The people's numbers are dwindling and they find themselves gradually pushed to the brink. Then in Part 2, "Scars of Abyssea," they start amassing on the battlefield before eventually beginning their counterattack. Finally, they achieve victory in Part 3, "Heroes of Abyssea." As such, you could say Atma is kind of like a "war." (laughs)

  • Matsui

    Or continuing with the homage, "May the Atma be with you." (laughs)

Increasing the amount of area numbers allowed the world to expand

  • Now I'd like to ask you about Seekers of Adoulin. There was DLC available at the time in the form of the Abyssea series, so I imagine even the players felt like there wouldn't be the usual expansion disc levels of new content, but I think everyone was surprised when Seekers of Adoulin was announced out of nowhere at Vana★Fest 2012. What was the process behind the development of the new expansion disc?

  • Ito

    I was actually working as the director for the updates at the time, and the general feeling on the team was that the Abyssea series would be the last large-scale area added to the game. On top of which, we had already exhausted the numbers that were used to register areas on the map. The limit for the area numbers was 255, which was a number that everybody felt would be more than enough when FFXI was first designed. However, we ended up reaching that limit approximately ten years into the game's lifespan. So even if we wanted to add new areas, there was no available area numbers for them. As a result, we figured that we'd just have to continue on with the usual version updates.

  • So your hands were pretty much tied by the game's specs.

  • Ito

    I knew it was impossible, but by chance, I happened to be talking to a server programmer by the name of Shinichi Tanaka, and I asked him if there was truly no way to increase the area number count. He replied that we might be able to fake it by adding a value to the area number and then placing it in a separate container with the use of a programming flag that would tell the game whether to add the value or not. Using that method, we could get up to 512 maps.

  • So you instantly doubled the possible map count. (laughs)

  • Ito

    I felt that it was something we had to do, so I immediately went to speak with Mr. Tanaka* and request that we get the maps team together.

    * Hiromichi Tanaka, FFXI's first producer.
  • You didn't waste any time.

  • Ito

    No, not at all. We borrowed people from the FFXIV maps team and named a leader for the group, but we still didn't have enough people, so we turned to Matrix* for additional assistance. From there, we started working on the map for Seekers of Adoulin behind the scenes while development on the version updates proceeded as usual.

    * Matrix Corporation. They worked on the additional scenarios: "A Crystalline Prophecy," "A Moogle Kupo d'Etat," and "A Shantotto Ascension," as well as assisted with the development of Seekers of Adoulin.
  • So did you come up with the world setting and story after that?

  • Ito

    Yes. I ended up writing most of the world setting and the plot for the scenario myself up until the content was announced. I spoke with Mr. Saito*, who was in charge of the events at the time, and we came up with things like the characters, the Naakuals, and the Twelve Orders. Afterward, we also managed to get some of the visuals together, so we were able to announce the content at the Vana★Fest 2012 event that commemorated the game's 10th anniversary. We were working at an incredible pace, so I think people were quite surprised by the announcement.

    * Yoshitsugu Saito, former planner for FFXI and responsible for the direction of the cutscenes.

  • So up to that point, you served as director for the setting details that Mr. Iwao* had worked on.

    * Kenichi Iwao, former planner who worked on FFXI's world setting, among other duties.
  • Ito

    I think in the case of Mr. Iwao, he handled all of the finer details on his own, but I wasn't able to deal with everything by myself, so I just came up with the main points and then told everyone to create something from what they thought was interesting.

  • Did you make any requests for more specific details regarding the scenario?

  • Ito

    I did have some requests for the heroine Arciela. She is often referred to as a kind of witch, so in order to help play that up a bit, I gave her a shortsword called Ortharsyne that was capable of summoning the Naakuals due to an ancient pact. Actually, in the original setting, Ortharsyne contained the founder king August's little finger inside it.

  • Interesting...

  • Ito

    The story behind it was that August was about to lose a battle against Hades, so he bit off his own little finger and gave it to a retainer to take home. And due to the finger being housed within the sword, the ancient pact could be fulfilled. Just when I felt that she finally had a witch-like backstory, we were told there were some concerns regarding the content overseas, so I think it's some kind of claw or something in there instead.

  • Fujito

    Speaking of witches, we've had exorcists and witches* in past Halloween-themed events even before Seekers of Adoulin was released, but they feature stories about characters who washed ashore from Western Adoulin. Elements of that also served as the basis for Seekers of Adoulin's story. Furthermore, we also had a meeting where people came up with additional story elements in order to answer the question about what else could be found in the west.

    * This is a reference to the stories"The Dark Lilies"(October 2006) and "The Grim Tale of Pyracmon and the Baleful Eye"(October 2008) that were published to the official website.

How the item levels were implemented

  • The Seekers of Adoulin story featured many unique NPC models.

  • Ito

    That was due to the passion of our game designers. They wanted to draw new artwork and simply create as many new characters as possible.

  • Fujito

    After Mr. Aiba* transferred to the FFXIV team, we didn't really have a central art director-type figure on the team, but there was a character model lead artist, a texture lead artist, and other people like that and they all worked together to get the job done.

    * Ryosuke Aiba, former art director for FFXI.
  • Matsui

    You could say they were like our very own Twelve Orders.

  • Fujito

    At the time, I got the impression that the team was like, "Let's do as much as we can with the people we have."

  • Ito

    With the three additional scenarios and the Abyssea series, much of the graphics were reused from previous content, so I think the design team had a lot of pent-up creativity, and it just kind of burst forth all at once. (laughs)

  • Yeah, I remember there being a lot of new monster models in Seekers of Adoulin as well.

  • Ito

    Mr. Takenouchi* on the art team was responsible for drawing a lot of the monsters and characters. Then the various team leaders that I mentioned before implemented that artwork into the game.

    * Yoshikazu Takenouchi.
  • I was very impressed that Kazushi Hagiwara* was responsible for the rune fencer and geomancer artifact designs.

    * A Japanese manga artist, he is best known for Bastard!! Heavy Metal, Dark Fantasy, among other works.

Illustrator: Kazushi Hagiwara

  • Ito

    Actually, he drew most of the characters themselves, not just their equipment. Mr. Hagiwara's designs were a big source of motivation for the development team.

  • Next, can you talk about the reason for introducing item levels in Seekers of Adoulin?

  • Matsui

    Right when I rejoined the FFXI team from FFXIV, the person in charge of the items was having trouble. The concern was that even though we were releasing a brand-new expansion disc, there wasn't much difference in the items, so it didn't feel very motivating for players. That's when we thought about taking the items well beyond what had come before. In order to do that, we felt that the idea of item levels offered a good way to distinguish just how capable an item's stats were. Ultimately, it ended up serving as much more than a power index, due to affecting things like your pet's level and other parameters as well.

  • That must have been quite the undertaking.

  • Matsui

    People's opinions on the system were divided at the time. There were also a number of ideas on what to do with the legendary weapons*, so we ended up giving players the ability to upgrade them (convert them to item level weapons).

    * The game given to the most powerful weapon classes in the game: Relic Weapons, Mythic Weapons, and Empyrean Weapons.
  • Taniguchi

    At the time, there was another proposed idea in addition to upgrading the weapons. I happened to overhear talk of a feature that would let players lock their character's appearance, so I thought about giving them the ability to use the legendary weapons' unique attributes on their own since they could choose their appearance no matter what weapon they used. In doing so, I thought that players could use whatever appearance they wanted, but still take advantage of things like damage boosts when the weapon's stats rose with the item level updates.

  • So it'd be like they were being imbued with the powers of the legendary weapons. That sounds pretty interesting.

  • Taniguchi

    Although we thought it was an interesting idea, we realized that we'd also have to factor in various combinations of attributes, meaning it'd make it even harder to properly balance everything in the game. On top of that, there were a lot of players who wanted to use the legendary weapons exactly as they were, so that's why we ended up going with the upgrade option.

  • On a related note, what was the reason for increasing the item level values so suddenly?

  • Taniguchi

    FFXI had a level difference adjustment feature, although it was eventually dropped for areas implemented after Seekers of Adoulin. Therefore, small increases to the player's stats wouldn't really let them feel like they were more powerful, so we increased the base level so that they'd be able to notice a difference.

  • Matsui

    So if you wanted to increase it further, you could?

  • Taniguchi

    Yes, definitely. Firstly, we gave the final boss in Seekers of Adoulin a content level of 119, meaning that the item level cap is also 119. However, we looked beyond that for content that might be added in the future, and ended up setting the upper limit to about 150.

  • If you increase the item level cap, you'd also need to update the equipment for all of the body parts, excluding accessories, so I think it might be enough to drive you crazy... (laughs wryly)

  • Matsui

    I think so too. Furthermore, increasing the item level cap leads to numerous other things that also have to be updated in order to keep pace. That includes things like the legendary weapons and also the artifacts. We realized that it would be an impossible amount of work if we tried to keep track of all of them, so that's why we stopped at 119.

The players' use of the "red mage tank" inspired the creation of the rune fencer class

  • Seekers of Adoulin added the geomancer and rune fencer as new job classes. Can you please share how they were decided upon?

  • Taniguchi

    I ended up handling the rune fencer and geomancer because I was asked to oversee the job classes when I joined the Seekers of Adoulin development team. Neither Mr. Matsui nor Mr. Gondai were on the team at the time, so it was pretty tough work as I had nobody to consult with.

  • That's right; both of them were transferred to the FFXIV team. Were you told how many job classes to create?

  • Taniguchi

    No, not really. The previous expansion disc, Wings of the Goddess, added two job classes, so I pretty much just decided that we had to at least match that. Once that was decided, I knew I wanted to use a job from historical FINAL FANTASY titles for one of them, and then create another job that was unique to FFXI for the other. That's how we ended up with the geomancer for the first one. For the second job, I was discussing with the team about what to do when we noticed it was popular for players to use the red mage class as a tank during battle, so we started talking about creating a job based on that style of play.

  • So an in-game tactic created by the players ended up serving as inspiration for one of the new job classes.

  • Taniguchi

    There weren't any jobs that featured magic users who excelled in the tank role, so that became the starting point. Once we had the foundation in place, we started talking about what to call the job. Looking back at the FINAL FANTASY series, we found there was a job in FINAL FANTASY TACTICS called the rune knight. So we took that and eventually came up with the name rune fencer.

  • I imagine it was quite a difficult journey until everything was implemented into the game.

  • Taniguchi

    It was hard coming up with all of the spells and job abilities up to level 99. Also, the geomancer in FFIII and FFV made use of the terrain, but that's not a factor in FFXI, and it wasn't realistic to add in terrain for such a purpose, given the massive size of the world map.

  • That's for sure...

  • Taniguchi

    So we looked to the actual art of geomancy and learned about the concept of the "lifestream." That's how we came up with the idea of the geomancer drawing power from this lifestream that flows through the earth and using it to generate fields that can power up their allies. In addition to that, we decided to give them a way to power up themselves as well for more balanced gameplay, and then built on the design from there.

  • I feel that both the geomancer and rune fencer were fresh ideas that helped introduced new concepts to FFXI.

  • Taniguchi

    I think some of the quirks of the person who made them probably seeped into their design as well.

  • Matsui

    Iori* was also a huge help when creating them, going so far as to devise custom solutions for things that I probably wouldn't have bothered with myself. That includes stuff like the geomancer job trait where the effects change depending on the direction you're facing (Cardinal Chant).

    * Iori Watanabe, FFXI planner.

The concept of "pioneering" that pervades both the story and game content

  • There is the element of "pioneering" prevalent throughout Seekers of Adoulin, but how did the concept for it arise?

  • Ito

    We felt that if you're going to be journeying to a different world, it would be boring if it was filled with things you already knew. So that's how we came up with the idea of the players exploring the land in order to colonize it. That concept was present in the scenario, where various enemies emerge to impede your colonization efforts, and then you run into the powerful monsters known as the Naakuals. Eventually, a labyrinth appears once you reach a certain level with your colonization, and you learn that it is sealed off by the Naakuals. In the end, Hades himself appears and is connected to the history of the founder king of Adoulin, which I think tied together the entire scenario quite nicely.

  • So the concept served to link the story and gameplay.

  • Ito

    On the content side, we felt that even if it wasn't entirely related to the concept of "pioneering," we wouldn't worry about the more minute details as long as everything fit in a broader sense. We also made it so that your colonization rate doesn't decrease, which was based on player feedback.

  • I feel like Seekers of Adoulin was rich with content, including things like the various Reives, Skirmish, and Delve.

  • Ito

    My background was in game content design, so once I became the director for the expansion disc, I wanted to stuff it full of content. I think it's also a sign of how I didn't want to be outdone by any of the other expansion discs.

  • In addition to the battle content, Seekers of Adoulin also added things like the Mog Gardens, but how did the plan for that kind of content come about?

  • Fujito

    Matrix worked together with us on Seekers of Adoulin from its planning stages, and that's where the idea of the Mog Garden was born. I then took that idea and made it into what was added to the game. Even back then, it was standard for social games at the time to give players some kind of reward for logging into the game every day as a way to encourage them to play, so we thought about ways to introduce that kind of feature to FFXI.

  • Like a kind of content that can be easily enjoyed daily.

  • Fujito

    Once we started looking at the various materials and resources in the game, we learned that the hassle of harvesting them yourself and the drop rates from monsters were leading to more people using bots* for such tasks. We felt if that's the case, why not give players a way to just easily gather them by themselves on a daily basis. However, we knew that if the content never changed, people would just get bored of it after a while, so that's why we added a rank that increases as you harvest more items and also the monster rearing feature, which made the whole area much more enjoyable.

    * Automated programming tools used by players to perform specific actions in a game so that they do not have to do them personally.
  • I see...

  • Fujito

    There was also a proposal for beastmasters to be able to summon the monsters that you rear in the Mog Garden. However, if you end up making that a requirement for beastmasters, then you end up forcing the Mog Garden content on them as well, which I didn't want to happen since it went against the feature's intended purpose.

  • Ito

    Speaking of the Mog Garden, I remember thinking it'd definitely be a success the first time I saw the Qiqirn child Chacharoon there. I think Chacharoon is one of the best character designs in all of FFXI.

  • He sure is cute, isn't he...

  • Ito

    Originally, the Qiqirn were based on a character design that I received from Mr. Aiba after it was dropped from FFXIV. We used the Qiqirn in Treasures of Aht Urhgan, and then that led to the creation of the cute Qiqirn child in Seekers of Adoulin. Later on, we even made an in-game T-shirt (Jubilee Shirt) that features an illustrated Chacharoon on it. I think we should make some real-life Chacharoon plushies available as merch too.

  • Fujito

    I'll look into it. (laughs)

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